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Particle system component

How do i start a particle system component in UDK ? after completing my horse and other stuff i need torches

How else mate? You program it in your script. Create a ParticleSystemComponent variable, attach it to your torch mesh, define it in the script’s DefaultProperties.

var ParticleSystemComponent FX;

to create:
FX = new(self) class’ParticleSystemComponent’;
FX.SetTemplate(particle);
FX.setScale(float);
FX.bAutoActivate=bool;

to atach (from principal actor):
Mesh.AttachComponentToSocket(FX, ‘socketname’);
or
AttachComponent(FX);

you can use settranslation and setrotation on it too.

useful things:
FX.bWasDeactivated return a bool

FX.SetActive(bool);

FX.customtimedilation = float;